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An Adaptive Learning with Gamification & Conversational UIs
4 references·5 citing·44 second hop
An Adaptive Learning with Gamification & Conversational UIs (2017)An Adaptive Learning with Gamification & …Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…Tailoring persuasive health games to gamer type (2013)Tailoring persuasive health g…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Facilitating Internalization: The Self‐Determination Theory Perspective (1994)Facilitating Internalization:…Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal (2023)Personalized Gamification for…Fridolin: participatory design and evaluation of a nutrition chatbot for older adults (2023)Fridolin: participatory desig…When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App (2022)When Gamification Spoils Your…“Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants (2022)“Alexa, can we design gamific…A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks (2019)A Systematic Literature Revie…The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)A Theory of Cognitive Dissonance (1957)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Motivation and Education: The Self-Determination Perspective (1991)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Facilitating optimal motivation and psychological well-being across life's domains. (2008)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)PLS-SEM: Indeed a Silver Bullet (2011)Elements of Gameful Design Emerging from User Preferences (2017)Empirical validation of the Gamification User Types Hexad scale in English and Spanish (2018)The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The maturing of gamification research (2017)Towards Personality-driven Persuasive Health Games and Gamified Systems (2017)Tailored gamification: A review of literature (2020)Adaptive Gamification for Learning Environments (2018)Examining competitive, collaborative and adaptive gamification in young learners' math learning (2018)Adaptive gamification in e-learning based on students’ learning styles (2019)Incentive Mechanisms for Acceptance and Adoption of Automated Systems (2021)Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review (2024)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Thematic networks: an analytic tool for qualitative research (2001)From game design elements to gamefulness (2011)Rising gamification in health education: A bibliometric study (2024)The role and scope of gamification in education: A scientometric literature review (2025)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)How to Design Audio-Gamification for Language Learning with Amazon Alexa?—A Long-Term Field Experiment (2022)What is critical for human-centered AI at work? – Toward an interdisciplinary theory (2023)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital game-based learning: Towards an experiential gaming model (2005)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Determinants of continuance intention to use chatbots in retail settings: self-esteem as a moderator (2025)What Happened at Hawthorne? (1974)Developing a Measure of Loneliness (1978)Engaging older people using participatory design (2012)Older adults' needs and preferences for a nutrition education digital health solution: A participatory design study (2023)Co-designing conversational agents with older people: A scoping review of methods, challenges, and a way forward (2025)
this work references cited by second hop

References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1994Facilitating Internalization: The Self‐Determination Theory Perspective2,623 cited
  • 2016Gamification User Types Hexad Scale590 cited
  • 2013Tailoring persuasive health games to gamer type226 cited

Cited by

  • 2022When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App55 cited
  • 2023Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal46 cited
  • 2019A Systematic Literature Review on Adaptive Gamification: Components, Methods, and Frameworks38 cited
  • 2022“Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants29 cited
  • 2023Fridolin: participatory design and evaluation of a nutrition chatbot for older adults21 cited

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